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Author Topic: Tripod gun-turret  (Read 3546 times)

Graf

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Re: Tripod gun-turret
« Reply #15 on: July 11, 2011, 08:30:24 pm »

Turrets + Sandbags + Mines. All this together would give a chance to stand versus the swarm, and it makes sense. It's just plain stupid that rush can easily make one's way through the superior number of people and they normally couldn't fight back. I don't think that it would hurt PvP in any way (we have mercs, that can move, then why not to have ones that cannot?), other way round it would enrich it with the new tactics, which is always good. And this can be easily done even before 3D comes, since the turret would need only 3 animations (6 frames each) - idling, shooting, destroyed.

Oh, and the turrets isn't too high-tech. What you need to make one (IRL) is a:
1. Tripod
2. Web-cam
3. Laptop (which is tracking the motion via web-cam)
4. Special software
5. Servos
6. A gun
+ some special software

Which means, that nearly everyone with less than average science skills can make one.
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Michaelh139

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Re: Tripod gun-turret
« Reply #16 on: July 11, 2011, 08:36:48 pm »

Oh, and the turrets isn't too high-tech. What you need to make one (IRL) is a:
1. Tripod
2. Web-cam
3. Laptop (which is tracking the motion via web-cam)
4. Special software
5. Servos
6. A gun
+ some special software

Which means, that nearly everyone with less than average science skills can make one.
Well yeah, in today's world it would be easy to just go to the home depot of technology and just buy the parts and assemble them but to actually create this stuff out of raw materials is a totally different issue.

The actual tripod turret itself isn't such a high-tech issue as is  the AI that allows it to differientiate between friend and foe.  It's like robots.  (which I suspect is the reason why lordus suggested it to be control by remote.)

I still think it should be automatic to be useful of course.
« Last Edit: July 11, 2011, 08:40:29 pm by Michaelh139 »
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Serbian

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Re: Tripod gun-turret
« Reply #17 on: July 11, 2011, 08:38:42 pm »

I consider it a both useful, anti-base raping/swarming tool, but also a quite abusable asset. Overall, i hope it enters the game, but with limited attributes, and of course only possible to place in bases or tents. And of course an (in case of a most rudimentary dialog) "ownership" and target priority dialog with it, as with mercs and other follower NPC's.
Oh, and i consider turret replacement (by replacement i mean moving to another location) should be nerfed, to lets say 30-60 seconds, and dismantling timer be based on the dismantler's science skill.
Overall, good idea.
« Last Edit: July 11, 2011, 08:40:42 pm by Serbian »
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Lordus

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Re: Tripod gun-turret
« Reply #18 on: July 11, 2011, 09:07:05 pm »

"Everything that can be invented has been invented."
Charles H. Duell, Commissioner, U.S. patent office, 1899

"I don't see how this adds anything to the game."
 Surf Solar, Overmind, Michigan, 2011

 Well, it at least this brings fun. I disagree with many negative reactions.

 1) It is weaker than supermutant, but on other side, you have to level up your char to create good tripod turret. (You need to create new char with char. 10 to create good mutant artilery leader = 1 minute) Also, you HAVE to control it actively.
 2) Requirement of rare item, that could be found (caves, random encounters, ...) could enrich the player vs. player element in other way, than combat (trade, good relation with relict finders...)
 3) This item is not more hi tech than plasma rifle, you could create from pieces of iron and other resources. (=very unfalloutish, but any dev does not protest).
 4) Tactic element. There could be many ways how to destroy it, and of course, where to destroy it. It will enrich PvP chars about new kind of PvP class.
 5) It could be used to PvE too, not only to PvP.
 6) Sandbags, mines, tripods.. Noone told, that this could be ultimate weapons (stuff). Mines could have i.e. cripling ability instead of instakill, so it could disable from battle for short time instead of death. So no need to limit this items to base (dont forget, that nobody else than your mates or "tent thief" could visit your base..)
 7) Combination of tripod and in PvP unused weapon (flamer, shotguns, assault rifles,..) could be the way how to use this useless stuff.
 8) What about pulse grenade and pulse rifles, that could disable those turrets for short time (if you hit it criticaly..), another tactical PvP element.


P.S.: OMG, boys (surf), you play Fonline for years, you should join any gang war ;)
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Re: Tripod gun-turret
« Reply #19 on: July 11, 2011, 09:13:54 pm »

So you want the the engineer from TF2 only he must use the Wrangler to use the turret.

Cool but

Of course I'm confused of course.  The question being how is this better than a regular combat build since you have to manually control it?

I would rather propose being able to link the turret's AI to the Terminal of the gang base.  You would have to do this directly of course (Go straight to the terminal and add the turret's Recognition stuff)

So it would work alot like a merc but it wouldn't be able to move at all unless unpacked by another player, particularly an engineer.

Anyone with 100% science (The ability to understand how to use a turret?) can "use" a tripod but the minimum requirement to create a turret would be 175% repair and 100% science  the more repair as you said would determine the skill, range.  But instead of increasing HP, it could be capped at say, 100 or 150, and the more repair skill you have would determine the armor's strength.  (better ability to assemble and use the resources you have, the better quality)

It would need alot of balancing of course....

I agree with your ideas about "How it should work", but i did talk about current turrets on Requiem. I agree with idea of turrets and defending base and similar stuff. But noone can say it can hurt PvP more, than for example mercenaries or militia.


About turret itself how it is on Requiem(must say that there is it very well designed). You must recognize two things: Tripod and complete turret. With some good crafter you just make a Tripod(it need some rare items, but its not imposible) so you have it, you put it somewhere on ground. Now is more important part. Complete turret will have all stats(HPs,Gun Skill,Combat Perks) as person which SET UP weapon on tripod(Tripod itself give to complete turret nothing)

Operator which set up weapon will get remote control to inventory and then he can use science and switch beetwen 3 modes - Offline, Attack mode, Adaptive Attack Mode(This one is best, turret just remember last person which was under fire and repeat shooting when it is possible)

Or last choice and thats you can just have remote control in hand and by yourself aiming targets.

When you want deploy complete turret somewhere else you will just use science on it and then, after 5 minutes(this is limit) you can deploy it again with another gun for example

Please note that i dont talking how it should work,  only how its work right now. Its Lordus's sugegstion
« Last Edit: July 11, 2011, 09:15:36 pm by Hololasima »
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Sarakin

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Re: Tripod gun-turret
« Reply #20 on: July 11, 2011, 11:20:19 pm »

Apart from looking really cool, I would give it a try and restrict them only to bases. Noone likes baserapists and this gadget can help a bit against them. They should be fully autonomous and attack anyone who is not in the faction terminal as a member or friend. Of course, in case of letting someone new in your base, you gonna turn them off. If turned on, their consumage shouldnt be too high, allowing 24/7 uptime, but only the richer gangs could afford it.
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